Download as pdf or txt
Download as pdf or txt
You are on page 1of 13

CE

4
The Seven Deadly Skills
of
Sir Amoral the Misbegotten

Daniel J. Bishop

1
The Seven Deadly Skills of locals as the Forest Ruin.

Sir Amoral the Misbegotten Although history has faded to legend, the ghost of Sir
Amoral still haunts the ruined keep. During his life-
An adventure for Dungeon Crawl Classics characters time, he sought to hoard his martial knowledge so that it
across multiple levels. might never be used against him by a mortal foe. Now,
after death, he regrets this parsimony, and seeks above all
By Daniel J. Bishop • Cover Design by Michael Scotta to pass on his skills to those who are worthy.
• Cartography by Paratime Design (Tim Hartin) •
Editing by Perry Fehr • Interior Art by Gary Dupuis, The catch, of course, is that the ghost believes that only
Michael Scotta • Layout by Mark Gedak he can determine who is (or is not) worthy – and, of
course, his methods for doing this are deadly.
Playtesters: Erik Tenkar, Joe D, Greg Christopher,
Crain Bagio, Michael Galligan
Using this Location
There are four main ways to use this location.
Introduction
Any role-playing game session can take a left turn at First, it may be discovered by the PCs as part of their
Albuquerque, leaving the poor Game Master wondering travels. Two-headed wolves (see The Seven Deadly
what to do next. This is even more true for the dedi- Monsters, below) live in the immediate vicinity, and the
cated Dungeon Crawl Classics judge, who discovers Forest Ruin may be a perfect location to stage a battle
that patron quests, divine disapproval, and the requests with them. If characters remain to explore the area, so
of gods to pay back divine favor can make the game take much the better. They may learn things that cause them
incredible new turns with the roll of a few dice. Add to return throughout the campaign.
to this the advice urging players to “Quest For It” when
they want something unusual for their players, and you Second, a warrior (and, to a lesser degree, some members
have a potent stew for gaming, but also a situation in of other classes) may hear of Sir Amoral and come to
which the judge may want a short adventure location seek him out as a trainer. This can be due to a rumor,
with strong DCC elements and a minimum of prepara- but the judge is encouraged to have the PC encounter
tion required. someone else who was trained by Sir Amoral. This does
not have to be a villain, but it certainly can be a rival.
In addition, for various reasons sometimes only a few
players were available for a night’s gaming. Each of Third, a wizard or elf may wish to consult the Stone
these areas is short enough to be played through by most Heads (see Area 1) about a spell. As they answer other
groups in only a single session. That doesn’t mean that questions, they may be sought by any class. Because
the value of the area is limited to a single session – each they tell of those who used them last, the questions
adventure includes notes on “squeezing it dry”…ef- themselves might not even be the point of consulting
fectively getting the maximum re-use from your invest- them.
ment.
Finally, Area 6 could be expanded into an entire dun-
Background geon to explore, using either a published scenario or one
In years long past, Gryffon Keep was a border forti- of the judge’s own devising. See Area 6 for more details.
fication guarding a somewhat well-used roadway. In
that day, the keep was placed in the trust of Sir Harold Seven Deadly Skills of Sir Amoral
Amoral, one of the greatest warriors available to the then Sir Amoral’s special martial training skills are listed be-
Lord Duke. Time has changed the land, and brought low, in order.
the keep low, and Sir Amoral has become little more
than a figure of fable and children’s story. That the ruins The skills Sir Amoral has to teach are not supernatural,
in the forest were those of fabled Gryffon Keep have but a supernatural geas comes along with learning them.
been forgotten by most, and the area is now known to A student can teach only a skill preceding the last skill
2
he knows on this list. Doing so takes the same amount Sir Amoral does not provide food, water, or shelter to
of time and effort as if Sir Amoral had taught the skill his students (although Area 5 may offer shelter). The
(although the mortal trainer may teach the skill to any student must see to his own welfare.
he chooses). As soon as a skill is taught, the mortal
teacher forgets the highest ranked skill he knows. It is as These descriptions do not include the cost Sir Amoral
if he had never learned it, and Sir Amoral’s ghost shuns demands for teaching his skills…for that see the section
students who teach others his secrets. Worse yet, the entitled “Sir Amoral the Misbegotten”, below.
geas transfers with the teaching, so that the new student
can teach nothing unless he is taught two or more of 1. Panderson’s Disarm: Anyone can potentially learn
the seven skills, and then loses the higher skill when the this, although Sir Amoral will only teach it to warriors
other is taught. of any level. When performing a disarm maneuver us-
ing his Mighty Deed, a warrior increases his Deed Die
3
by 1 step up the dice chain (to a maximum of 1d10). fails this check three times cannot learn the skill this
A character without a Deed Die who learns Pander- level.
son’s Disarm gains a Deed Die, for this maneuver only,
of 1d3, which does not add to attack roll or damage. 6. Wellman’s Overwhelm: This skill allows a war-
This skill takes 2 weeks to learn, followed by an Intel- rior of level 3 or higher to best use strength, speed,
ligence check (DC 10). If the check fails, the warrior and momentum to throw, push, or trip an opponent.
cannot learn Panderson’s Disarm this level. When attempting these maneuvers, the warrior in-
creases his Deed Die by two steps up the dice chain,
2. Brackett’s Defense: Any warrior, a dwarf of level 2 to a maximum of 1d10. This skill takes six weeks to
or higher, and any other character of level 3 or higher, learn, followed by both a Strength and Agility check
can potentially learn Brackett’s Defense. This skill al- (DC 15 each). If either check fails, the character can
lows a character to gain an additional bonus to Armor try again after an additional four weeks’ training. Both
Class equal to +2 or the character’s Agility modifier, checks must then be attempted again. So long as
whichever is higher. Brackett’s Defense is only effec- both checks do not fail, the character can keep try-
tive for unarmored or lightly armored characters (i.e., ing to learn the skill using another four week block of
if a character’s Fumble Die is greater than 8, this is time. Any significant break in training means that the
ineffective). This skill takes 4 weeks to learn, followed character must start over at six weeks’ training time.
by an Intelligence check (DC 10). If the check fails, A character who fails both checks after any block of
the student cannot learn Brackett’s Defense this level. training cannot learn this skill at his current level.

3. Amerritt’s Counterstrike: Any warrior of level 2 7. Amoral’s Savage Return: This skill can only be
or higher, with an Agility of 12 or better, can poten- learned by a warrior of level 5 or higher. Once per
tially learn Amerritt’s Counterstrike. Once per round, round, when successfully struck by an opponent for 5
when an opponent makes an attack roll that misses or more points of damage, the warrior can make a free
the warrior, she can counter by making a free attack attack. So swift is this savage return that the attack
using 1d14. This skill is only effective for unarmored can be made even if the damage done by the oppo-
or lightly armored characters (i.e., if a character’s nent drops the warrior. Finally, this attack is resolved
Fumble Die is greater than 8, this is ineffective). This with critical range extended by 2, so that if the warrior
skill takes 4 weeks to learn, followed by an Intelligence normally caused a critical hit on a natural 18-20, this
check (DC 10). If the check fails, the student cannot attack would cause a critical hit on a 16-20. This skill
learn Amerritt’s Counterstrike this level. takes 10 weeks to learn, and at the end of this period
the warrior must make a successful Agility, Stamina,
4. Hagen’s Swift Saber: Anyone can potentially learn and Strength check (DC 15 each). So long as all
this skill, which grants a +2 bonus to Initiative rolls. three checks do not fail, the character can keep try-
This skill takes four weeks to learn, followed by an ing to learn the skill using another six week block of
Agility check (DC 10). If the check fails, the character time. Any significant break in training means that the
must be trained for an additional four weeks to make character must start over at ten weeks’ training time.
another check. A character who fails all three checks after any block of
training cannot learn this skill at his current level.
5. Edrice’s Crippling Blow: This skill can be learned
by any warrior, a dwarf or thief of level 2 or higher, or
an elf of level 3 or higher. Edrice’s Crippling Blow in-
Sir Amoral the Misbegotten
Sir Amoral appears much as he did in life – a powerful
creases the critical range of the character by 1 step (i.e.,
middle-aged man with a flowing black beard, dressed in
a warrior who gains a critical effect on a 19-20 now
chainmail with a surcoat decorated with a crimson grif-
gains a critical effect on 18-20). This skill takes six
fon rampant. He has a longsword belted at his side. His
weeks to learn, followed by an Agility check (DC 15).
exposed flesh is seamed with the scars of many battle-
If the check fails, the character must be trained for an
wounds, and half of his left ear is missing. Although he
additional four weeks to make another check. Any
appears solid, he is a ghost, and non-magical attacks pass
significant break in training means that the character
through him. This does not prevent him from touching
must start over at six weeks’ training. A character who
4
game, and release their own creatures to fight, or even
allow the petitioner to defeat one of the group. The
Skills & Feats summoned monster is still coming, though, and it is still
The Seven Deadly Skills are not intended to looking for a fight.
be analogous to “feats” in other game systems.
While a character obtains a “feat” simply because Even passing this test, the seeker must promise to
the player selects it (as a function of gaining a perform some quest for Sir Amoral once his training
level, or through using some form of point-buy), is complete, to prove his worthiness. If this promise is
these skills are intended to be earned by charac- not extracted, Sir Amoral will not train the individual.
ters in-play. There are no limitations to what a If it is given, but not kept, no further training will ever
character can quest for, except those which are be given, and future students may well be given a spe-
imposed by the judge, and the success or failure cial quest – to hunt down the “false student” and bring
of the quest. Quest benefits are balanced against his head to Sir Amoral as proof. Otherwise, the judge
the difficulty of obtaining them far more than should use these quests to send the PC (and by exten-
they are against character levels. sion, the group) on adventures of his choosing.
The judge is cautioned not to remove the geas
which controls how these special skills can be Remember, however, that Sir Amoral’s goals are to in-
taught to others. If you do, every PC in the crease the powers of Law and Light. The spirit, although
campaign will soon possess as many of the seven Neutral, views himself as a shining example of knightly
skills as their class and level permit! grace. Role-play Sir Amoral as though courtly Sir Lance-
lot were also the “mean drill sergeant” of many an army
If the judge does allow the PCs to quest for a film, and you will have nailed the character. He is bru-
means to break the geas, these skills will not tal, vicious, and insulting to those he trains or those who
break the game. They will, however, make some petition for training, while being utterly courteous to all
encounters and situations easier to deal with. In others who appear to be of rank.
this case, the judge should simply allow the PCs
to face greater challenges or reduce XP according In combat, Sir Amoral is a challenge for even high-level
to the difficulty a challenge presents. adventurers. In addition to being the ghost of a power-
ful warrior, Sir Amoral can use all of the Seven Deadly
Skills, and he will immediately begin summoning each
others when he wishes, however! of the Seven Deadly Monsters, in order, one per round,
as a free action. Sir Amoral can turn invisible at will,
The ghost of Sir Amoral the Misbegotten is concerned returning to visibility on any following round. Because
only about two things – passing his knowledge on to of the Seven Deadly Skills, Sir Amoral potentially gains
each generation, and ensuring that only the “worthy” two extra attacks each round – one against a creature
learn his skills. As a result, Sir Amoral will only hear the who misses (using 1d14) and one against a creature who
petitions of those who pass his first test – climbing to his hits and does 5 or more points of damage (with a critical
chamber at the top of Area 5. range of 15-20). When Sir Amoral causes a critical hit,
he uses 1d30 on Table V, unless the roll is a natural “20”,
Once he has heard a petitioner, Sir Amoral must then in which case he uses 1d14 on Table U.
test the would-be student to determine if he is worthy.
The character must wait at Area 2 until a creature comes, A being who delivers the final blow that slays the ghost
and then the student must fight that creature in single of Sir Amoral is instantly assaulted with knowledge of all
combat and bring Sir Amoral proof of victory. This seven skills, and must make a DC 20 Will save to retain
might be simple enough if left to chance, but Sir Amoral them. If that fails, he may make a DC 15 Will save to
has the power to summon monsters, and he summons retain three of his choice. If that fails, he may make a
specific creatures to challenge those who would seek to DC 10 Will save to retain one random skill. This char-
learn his skills. acter may now teach the Seven Deadly Skills to others
without fear of loss, but his students are not so lucky
Wily PCs might wish to beat Sir Amoral at his own – the same geas applies to any he teaches as did to those
5
taught by Sir Amoral. If both weapons are disarmed, she will surrender im-
mediately, bowing and fading away. Her swords are left
For information on laying the ghost of Sir Amoral to behind her as proof of victory, and they function for her
rest, see Area 2. victor only as if they had a +1 bonus to attack rolls and
damage.
Sir Amoral the Misbegotten (warrior ghost): Init +11;
Atk longsword +d10+1 melee (1d8+d10+1); AC 15; HD There is only one Satryx. She appears within 1d6 rounds
9d12; hp 70; MV 30’ or fly 40’; Act 2d20; SP un-dead of being summoned by Sir Amoral, and seemingly ar-
traits, immune to non-magical attacks, non-corporeal, rives on foot. She cannot be permanently slain – an
invisibility, summon monsters, deadly skills, Deed Die attack that would do so simply causes her to fade away
(d10+1), critical range 17-20, special critical hits; SV (in whatever gory state her body may be in), leaving her
Fort +5, Ref +8, Will +8; AL N. swords, to reform the next time she is summoned. Once
slain, she cannot be summoned until after the next full
moon.
The Seven Deadly Monsters
A character who wishes to learn Panderson’s Disarm
Satryx: Init +2; Atk short sword +2 melee (1d6); AC
must face the Satryx – a goat-horned humanoid creature
18; HD 2d6; hp 12; MV 30’; Act 1d20 or 2d16; SP
whose skin is covered with tattoos denoting strength and
ambidexterity, return disarmed sword 1 in 3, cannot be
power. She bears two short swords, which she can use
permanently slain; SV Fort +2 , Ref +4, Will +2; AL N.
ambidextrously, allowing her to make two attacks each
round. Her skin is like iron. If disarmed, she can spend
A character who wishes to learn Brackett’s Defense
an Action Die to make one of her swords leap back into
must face a two-headed wolf, which arrives through
her hand with a 1 in 3 chance.
natural means within 2d6 rounds of being summoned
by Sir Amoral. If he himself is locked in combat, Sir
Amoral can summon 2d3-1 of these things. They roam
the area in which the Forest Ruin is located, and the
judge is encouraged to use them in other local adven-
tures!

If a two-headed wolf hits the same target with both its


bite attacks, the target must make a DC 10 Reflex save
or be knocked prone.

Two-headed wolf: Init +3; Atk bite +2 melee (1d4); AC


12; HD 2d6; MV 40’; Act 2d20; SP knock prone; SV
Fort +3 , Ref +4, Will +2; AL L.

A warrior wishing to learn Amerritt’s Counterstrike


must face the deadly faceless gray horror. This crea-
ture appears to be a strangely-muscled humanoid with
a blank face, bearing two short scything blades. It has
three fingers on each hand, and three broad toes com-
prise each foot. When summoned, the gray horror
arises from the well in Area 6 after 1d7 rounds, and then
must approach the area it is summoned to on foot at its
normal speed.

If personally threatened, Sir Amoral can summon 1d6

Satryx faceless gray horrors. If each of these are killed, he can


summon 1d5. If they are killed, he can summon 1d4,
6
DC 15) that causes 1d6 points of Strength damage on a
failed save and 1d3 points of Strength damage if the save
succeeds. This sting can be eliminated with a successful
Mighty Deed.

The draconic scorpion appears to scuttle out from rubble


2d6 rounds after it is summoned, but it actually ar-
rives from another plane of existence. Sir Amoral can
summon no more than seven of these in a week, and if
attacked, he can summon 1d7 as an action until his al-
lotment is filled.

Draconic scorpion: Init +8; Atk claw +3 melee (1d6+2)


or bite +2 melee (1d8+2) or sting +0 melee (1d3 + poi-
son); AC 16; HD 4d6; MV 50’ or climb 20’; Act 2d20;
SP poison; SV Fort +6 , Ref +8, Will +0; AL C.

Those who wish to learn Edrice’s Crippling Blow must


face a vine warrior. The plants which fed upon the forc-
es Sir Amoral once led have gained sentience of a sort,
and the skill the of the fighting men they consumed.
Appearing like vaguely humanoid conglomerations of
vine, mixed with the bones and equipment of the dead,
a vine warrior wields a short sword and wears bits and

Faceless Horror
pieces of the former fighter’s armor.

Sir Amoral has a limited number of vine warriors that


he can summon – unless changed by campaign events,
then 1d3, then 1, and then he cannot summon any more there are 243 vine warriors in the vicinity of the Forest
until a month has passed. Ruin. These are dormant unless called by Sir Amoral.
Although these alien horrors have no faces, they can Each pushes up from a shallow grave, or comes from the
detect the presence of other creatures within 120’, even forest, arriving 2d6 minutes after being summoned. Sir
if they are silent or invisible. If a creature attacks a face- Amoral can summon up to 4d6 with an action.
less horror and misses, the horror may make an extra free
attack once each round at that creature. Vine warriors have an extended critical range (19-20),
but are themselves immune to critical hits. They are
See Area 6 for more details on these horrors. immune to mind-affecting spells and effects, except the
summons of Sir Amoral. Vine warriors are not un-dead.
Faceless gray horror: Init +2; Atk sickle-scythe +3 Anyone slain by a vine warrior becomes a new vine
melee (1d6+2) or fist +1 melee (1d3); AC 14; HD 2d6; warrior, adding to those Sir Amoral can summon. This
MV 30’ or climb 20’ or swim 20’; Act 2d20; SP detect transformation takes 1d3 years, as the new plants grow.
creatures 120’; SV Fort +4 , Ref +4, Will +8; AL C. They use 1d10 on Table III for critical hits.

A character who wishes to learn Hagan’s Swift Saber is The gear used by vine warriors is typically bent, rusted,
challenged by a six-foot long draconic scorpion of ter- and pitted, but there is a 1 in 16 chance that some piece
rible speed. This creature attacks with two claws, a bite, of equipment used by a vine warrior is still generally
and a deadly sting. If both claws hit, it may make a free serviceable.
attack with its sting.

In addition to damage, the sting has a fierce poison (Fort

7
The Tabattax marshal is extremely strong (+6 bonus) and
knocks an opponent prone with any successful attack
(DC 10 Strength check to resist). If the strength check
fails by 5 or more, the opponent is also knocked back 5
feet and takes an additional 1d3 points of damage.
If slain, the marshal’s head gains the power of prophesy,
and will speak occasional truths in various languages
until it has rotted down to a skull. This takes about
1d3+3 months, but some character occupations might
be able to preserve the head longer. The judge should
roll 1d100 using the Wizard column of Appendix L
(page 440-441 of the core rulebook) to determine what
language any given prophecy is spoken in. The judge
may use these prophesies to foreshadow campaign events
or to supply adventure hooks.

The Tabattax appears in the air after 1d6+3 minutes, at


a distance of (1d6+3) x 100’. If Sir Amoral is attacked,
the Tabattax marshal brings with him a squad of 20
Tabattax troopers. While the marshal is armed with an
enormous falchion sword, the troopers are armed with
spears. These weapons are too large for most characters
to use, and even a large man would need a 17 or greater
Strength. The troopers do not have the knockdown abil-

Vine Warrior
ity of the marshal.

The Tabattax cannot be summoned more than once


every year, in accordance with their agreement with Sir
Vine warrior: Init +2; Atk short sword +2 melee (1d6); Amoral.
AC 14; HD 5d6; MV 30’ or climb 20’; Act 2d20; SP
extended critical range (19-20), immune to critical hits Tabattax marshal: Init –4; Atk large falchion +9 melee
and mind-affecting; SV Fort +4 , Ref +4, Will +0; AL N. (1d10+6) or bite +6 melee (1d6); AC 16; HD 8d8; hp
50; MV 30’ or fly 50’; Act 2d20; SP knockdown; SV
A warrior who wishes to learn Wellman’s Overwhelm Fort +6 , Ref +2, Will +3; AL L.
must first defeat a Tabattax marshal – a seven-foot-tall
humanoid tiger-man with bat-like wings, whose species Tabattax trooper: Init +2; Atk large spear +6 melee
hails from a distant plane (see front of product). Long (1d8+4) or bite +3 melee (1d4); AC 14; HD 3d8; hp 12
ago, when Sir Amoral was still young and alive, the each; MV 30’ or fly 50’; Act 1d20; SV Fort +4 , Ref +2,
Tabattax made a truce to send aid when he called. Little Will +1; AL L.
did they know that their obligations would last beyond
the knight’s death, and they now grow weary of being A character who wishes to learn Amoral’s Savage Re-
summoned for so paltry a reason as to fight against a turn must face the Eye of Uburtosis, a powerful crea-
potential student. ture from one of the Hell planes. This strange creature
looks like a floating ball protected by a stony shell. Four
Because of this weariness, the marshal will grant mercy eyestalks protrude from this shell, each armed with a
any opponent who clearly surrenders. This ennui is also single amber eye, allowing it to see all around it, and
the source of the marshal’s low Initiative modifier. At into other planes of existence, including some slight
the judge’s discretion, it may also make him easier to awareness of possible future events.
trick by wily characters.

8
This eye allows it a 1 in 3 chance to avoid any special
effect (apart from damage) from a critical hit or Mighty

Eye of Uburtosis
Deed. A successful Deed of 3+ that is not avoided can
sever an eyestalk, but all four stalks must be severed to
negate this ability.

When its fang-laden mouth opens, a larger fifth eye is


revealed, glaring outward from within its maw. Any
creature meeting this eye’s gaze must make a DC 10 Will
save or lose 1d3 points of Personality. As the character
loses Personality, his features and equipment become less
personalized and more generic. If the target reaches 0
Personality, the Eye has consumed his soul, leaving an
empty shell for another being to inhabit. Otherwise,
the Personality loss is healed normally. This eye can be
blinded with a successful Mighty Deed of 5+, eliminat-
ing this danger.

The Eye is also able to extrude up to five fleshy tendrils


from its softer base, which can reach targets as far as 10’
away. These tendrils form rigid hooks and blades to
damage opponents. Extrusion, attack, and withdrawal
are all part of the same action. This softer base can be
hit with a Deed of 3+ and a successful attack against
AC 12, but this uses the Deed, and can be negated on
a 1 in 3 chance so long as any eyestalk remains. In this
case, the strike must hit the Eye’s base AC, and gains no
special effect. A tendril may be severed with a Mighty
Deed of 4+.

There is only one Eye of Uburtosis, and Sir Amoral can


summon it only once every three years. If it is slain, Sir
Amoral’s ghost disappears after training the student, and
does not reappear until 10d5 months have passed. Dur-
Personal Combat
One of the great things about Dungeon Crawl
ing this time, Sir Amoral wanders far in strange planes,
Classics is that even complex battles are resolved
seeking out a new creature (of the judge’s choice or
relatively quickly. For this reason, judges should
devising) to take the place of the Eye.
not be afraid of allowing one-on-one combats
to occur within an adventure. The other players
Eye of Uburtosis: Init +4; Atk tendril +7 melee (1d6+3)
need not wait too long for the issue to be re-
or bite +5 melee (2d6) or slam +3 melee (1d6+2); AC
solved. They can place bets on champions, and,
18; HD 10d8+20; hp 60; MV fly 40’; Act 4d20; SP
should their comrade fall, roll over the body or
avoid critical/deed 1 in 3, Personality loss; SV Fort +10 ,
supply magical healing to save the unfortunate
Ref +8, Will +10; AL C.
warrior’s life!

9
Encounter Areas When a stone head has answered questions or been
1. The Stone Heads: This ruined building was perhaps asked about a spell, it tells of the last person who activat-
once a chapel, for the deep cuts of long, narrow windows ed before returning to inanimate stone. For instance, “I
gash what remains of the walls. None of these windows was last asked about dangers along the route to Harper’s
comes to an apex, because the walls simply do not extend Mill by the travelling tinker, Emil Thon, who hides a
that far. Tumbledown beams and a rubble of worked and large ruby in the heel of his left boot.” or “I was last
fallen masonry fill the building interior and are scattered asked about the spell, detect magic, by the Purple Wiz-
around the general area. ard of Marrjon, who now carries the Strange of Elvenor,
though he seeks to hide it for fear of rival wizards.” The
This was once a chapel dedicated to Gorhan, the Helmed judge is encouraged to use this feature to foreshadow
Vengeance, god of valor and chivalry. The ruined stone campaign events, and to place seeds for other adventures.
in the interior makes it difficult to walk here, and snakes
hide in the rubble. There is a 1 in 6 chance of startling a When a PC uses a stone head, it in turn identifies who
snake here, and a 1 in 7 chance that any snake startled is used it to the next being to activate it, and tells that
a poisonous wood viper. Lawful clerics and worshipers being something that the PC would rather others did
of Gorhan are never bit by these snakes, however, unless not know. The only way to prevent this is to smash the
they attack them first. mouth of the head, using a large hammer or equivalent.
Mending can restore the head, but not the magic that
Wood viper: Init +3; Atk bite +3 melee (1d3 plus animates it. At the judge’s discretion, a combination
poison); AC 14; HD 1d6; MV 20’ or climb 20’ or swim of mending, breathe life, and consult spirit may restore a
20’; Act 1d20; SP poison (1d3 Stamina; Fort DC 16 or damaged head.
half is permanent); SV Fort +0 , Ref +3, Will +0; AL N.
Once the party has encountered the stone heads and
A cleric of Gorhan who meditates here for 1 hour can left this area for one week or more, 1d3-1 heads are
remove 1 point of disapproval (to a minimum of 1). A destroyed between each visit until all the heads are
warrior healed within the chapel ruins gains +1d of heal- destroyed. This represents the actions of NPCs who,
ing on any successful Lay on Hands check. A Chaotic having consulted a stone head, wish to keep their secrets
cleric who wishes to enter this space must succeed in undisclosed.
a DC 12 Will save, or he is barred from entry for 24
hours. 2. Gates of Gryffon Keep: The weed-lined, worn path
leads up the hill to the fallen gates of a small keep. You can
The rubble to the northwest of the building contains a see a partially collapsed tower to the northeast and another
jumble of arch keystones, each carved with an image of a tower, still seemingly standing 30 feet high to the southwest.
young nobleman. Many of these have had part of their The iron-bound doors that once guarded the keep are lie
faces removed with a heavy hammer, so as to eliminate face-down before it, two massive slabs of rusted metal and
mouth and chin. When this area is first encountered, thick weathered oak.
seven are intact, and there are signs of blood having been
smeared on their lips. The doors are eaten by worms and ants, and normal
fungi grow upon them, but they are still solid at their
If a character spills blood equivalent to 1 point of Spell- core. The doors are very heavy, requiring a Strength
burn on the lips of an intact stone face, the face will check (DC 15, up to 4 characters can work together) to
animate and speak, “What is it you seek?” flip over. Each door must be flipped with its own check.
If this is done, though, two bronze crests are revealed –
Each mouth can answer up to 10 questions that can be one on each door. These show a griffon rampant – the
answered with Yes or No, or has a percentage chance sigil of Gryffon Keep. The ancient bronze crests can be
equal to 12 minus spell level of being able to supply the sold for 15 gp each locally, but to the right buyer they
missing information to allow a wizard or elf to learn a might be worth considerably more.
single given spell.
If these crests ever hang again from Gryffon Keep, Sir
Amoral’s ghost will be laid to rest. However, removing
10
them again will cause the ghost to return in 3d6 months. penalized for having aid. These vine warriors, and their
On a natural “3” the ghost returns in 3d6 days; on a replacements if these are slain, are part of the total num-
natural “18” in 3d6 years. ber Sir Amoral has to draw on.

3. The Courtyard: Beyond the gateway is a ruined court- Vine warriors (2): Init +2; Atk short sword +2 melee
yard, choked with rubble, fallen beams, and rank weeds. (1d6); AC 14; HD 5d6; hp 15, 12; MV 30’ or climb
The ceiling is long gone, and the beams you can see are 20’; Act 2d20; SP extended critical range (19-20), im-
charred, as though there had been a fire here long ago. A mune to critical hits and mind-affecting; SV Fort +4 ,
few patches of wildflowers manage to find purchase on soil Ref +4, Will +0; AL N.
that has built up over the cracked flagstones, and thick vines
grow in strangling lines here and there upon the walls. You 5a: Ground Floor: The passage leads into a 20-foot square
can see a passage to the southwest, and a rubble-choked pas- chamber, the base of a tower. Although old and grey, the
sage to the northeast. boards and beams of a floor above this one seem solid
enough. A rusty iron ladder embedded in the north wall
Searching here uncovers animal scat, a few fragments of leads to a trapdoor in the ceiling. Dried animal feces and
bone (human and animal), rusted shards of weapons or nesting material show that this area is not always unoccu-
armor, and little more. The human bone fragments are pied. The 15-foot high ceiling is thickly cobwebbed and the
very old, being from the fall of Gryffon Keep. floor is of broken flagstones.

4. Ruined Tower: This tower is difficult to enter due to The vine warriors described above do not seek to stop
rubble and debris blocking the passage. A character who non-humanoid life from entering this chamber.
attempts this must roll both a DC 10 Reflex save and a
DC 10 Luck check. If either fail, the character hurts his An elf climbing the iron rungs is severely discomfited;
foot or ankle, reducing movement by 5’ for 1d6 hours. so much so that he is at -1d to all rolls for 10 minutes
If both fail, the character also loses 1d3 Agility, and the thereafter unless he makes a DC 10 Fort save. 0-level
speed reduction lasts until the Agility damage is healed. elves may be even more strongly affected, at the judge’s
discretion.
The interior of this tower is only about 20 feet high, the
upper parts of the walls having collapsed. Although bits of A dwarf can smell copper (from the barrel hoops) up
wooden beam still cling precariously to the inner parts of the above.
wall, it is easy enough to see the sky.
5b: Upper Floor: Beyond the trapdoor is another cham-
Anyone foolish enough to throw a grapple at a beam and ber, also 20 feet square, and about 15 feet high. The
start climbing suffers 1d6 damage from the fall when the chamber is furnished with the ruined remains of a cot, and
damaged beam comes loose. They must then succeed some barrels that are now nothing more than dusty wooden
in a DC 15 Reflex save or be hit by the falling wood staves and bits of green-colored copper banding. To the right
for 1d4 damage. Testing the grapple loosens the beam, of the trapdoor on the north wall, another iron ladder is set
which can be avoided in this case with a DC 10 save. into the wall, leading to another trapdoor overhead. This
trapdoor is open, showing the sky above. It has been open
There is nothing of value here. for some time, if the accumulated detritus on the floor, the
water stains, and the rusted iron rungs are any indication.
5. Haunt of Sir Amoral: This tower is relatively intact,
with two floors and a roof surviving. Ladders embedded Sir Amoral waits here invisibly, to observe those who
into the north wall give access to the upper floors. There are enter this chamber. If he sees a promising warrior-type
trapdoors, still intact, between the floors. (which can be a non-warrior character for some of his
skills), he will appear and, depending upon their reac-
When a character seeks to enter this passage, two vine tion, introduce himself and possibly even offer training.
warriors push up from the ground to bar the way. Any The judge is encouraged to print off and allow the play-
who seeks Sir Amoral must first deal with these guard- ers to read the Seven Deadly Skills. Sir Amoral makes it
ians. This is not a single combat – a warrior is not clear that he will expect first a proof of worthiness, and
11
then a service in payment for his training, whether the dark paths into the stone.
student succeeds in learning a skill or not.
The faceless gray horrors (see The Seven Deadly Mon-
Unless the group is very powerful, Sir Amoral feels sters, above) emerge from this well. At the judge’s dis-
himself in no real danger from them, and takes pains to cretion, this area may be developed into a full dungeon,
make it obvious that he doesn’t view the group as worthy occupied by the gray horrors and other creatures, or the
opponents. See also the introductory section, Sir Amor- seeming-passages may only be where the horrors appear
al the Misbegotten, for notes on role-playing Sir Amor- as they traverse from another plane. The judge can have
al. Sir Amoral should be a character that is, potentially, the well be a nexus leading to many other, distant adven-
an ally and mentor (of sorts), as well as a giver of quests, ture sites, with each dark crack leading somewhere new.
but who the players should have both affection for and
hatred of. Eventually being able to defeat Sir Amoral
should drive some characters, at least, to greatness.
Squeezing it Dry
The judge is encouraged to use the creatures presented
herein in other contexts. Perhaps the PCs journey to the
As before, an elf climbing the iron rungs is severely dis-
home plane of the Tabattax, or encounter two-headed
comfited; so much so that he is at -1d to all rolls for 10
wolves being used as guards and hunting animals by a lo-
minutes thereafter unless he makes a DC 10 Fort save.
cal orc tribe. The Satryx might have information about
0-level elves may be even more strongly affected, at the
the correct ritual to use patron bond with the King of
judge’s discretion.
Elfland, and be sought out for her knowledge.
A dwarf can faintly smell gold from above.
The judge may choose to spice up some of his NPC war-
riors with one or more of the Seven Deadly Skills. This
5c: Roof: Beyond the trapdoor is the tower roof…20 feet
may, in fact, be how the players first learn of Sir Amoral.
square and protected by crenellations whose merlons reach 6
feet in height. Leaves have fallen here over the years, creat-
The stone heads at Area 2 can be used to offer adven-
ing a soil in which moss, weeds, and even young saplings
ture hooks, as they tell about their last user, and the
have taken root.
well at Area 6 can lead directly to other adventures. As
an oracle, Area 2 merits repeat visits, and as a nexus,
Under moss and leaves, a simple gold ring can be found
Area 6 can be used both as a starting location and as an
(Luck DC 20 if a character searches, or dwarf ’s ability
unexpected terminus of some narrow passage hundreds
to smell gold locates). Although unadorned, this ring is
of miles away. This also offers the judge a reason to toss
worth 15 gp for its metal content. If worn constantly,
one or more faceless gray horrors into any adventure(s)
however, it acts as a lucky charm.
she desires.
After the ring has been worth for 24 hours, and so long
The quests of Sir Amoral may be anything the judge de-
as it is not removed, the wearer may recover 1 point of
sires, but the judge should consider having the PCs hunt
Luck spent each day. A character may spend any num-
down a character trained by Sir Amoral, but who refused
ber of points of Luck, but only 1 point spent in a given
to perform his “payment”. A character may find himself
day is ever recovered by the ring. If worn by a thief or
in the same position, with Sir Amoral’s newest student
halfling, the ring simply increases Luck recovered by 1
hunting him down at the ghost’s behest.
point spent each day. i.e., if a thief spent 3 points on
one day, and no points on the next, then the thief would
Finally, the judge may place a buried treasure in this
recover an extra 1 point after the first day only.
location. Beneath Area 1 or Area 4 would require the
most work from the players. Beneath Area 5 or hidden
6. The Well of Despair: Rubble surrounds a deep hole in
in the well at Area 6 could also offer some amusement to
the ground here, almost 6 feet in diameter, with a two-foot
players and judge. A treasure map that indicates “great
wide lip of worked stone around it, a foot high. Water can
wealth for a man of valor” might refer to Sir Amoral
be glimpsed at the bottom of the well, almost 80 feet down.
himself.
The stone of the well looks natural after the first 20 feet. It
is seamed and uneven, with disturbing shadows that hint at
12
in another, independent Agreement with the owner of each element of that
OPEN GAME LICENSE Version 1.0a Product Identity. You agree not to indicate compatibility or co-adaptability
The following text is the property of Wizards of the Coast, Inc. and is with any Trademark or Registered Trademark in conjunction with a work
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Re- containing Open Game Content except as expressly licensed in another,
served. independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does
1. Definitions: (a)”Contributors” means the copyright and/or trademark not constitute a challenge to the ownership of that Product Identity. The
owners who have contributed Open Game Content; (b)”Derivative Mate- owner of any Product Identity used in Open Game Content shall retain all
rial” means copyrighted material including rights, title and interest in and to that Product Identity.
derivative works and translations (including into other computer lan- 8. Identification: If you distribute Open Game Content You must clearly
guages), potation, modification, correction, addition, extension, upgrade, indicate which portions of the work that you are distributing are Open
improvement, compilation, abridgment or other form in which an existing Game Content.
work may be recast, transformed or adapted; (c) “Distribute” means to
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 9. Updating the License: Wizards or its designated Agents may publish
otherwise distribute; (d)”Open Game Content” means the game mechanic updated versions of this License. You may use any authorized version of this
and includes the methods, procedures, processes and routines to the extent License to copy, modify and distribute any Open Game Content originally
such content does not embody the Product Identity and is an enhancement distributed under any version of this License.
over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this Li- 10 Copy of this License: You MUST include a copy of this License with
cense, including translations and derivative works under copyright law, but every copy of the Open Game Content You Distribute.
specifically excludes Product Identity. (e) “Product Identity” means product
and product line names, logos and identifying marks including trade dress; 11. Use of Contributor Credits: You may not market or advertise the Open
artifacts; creatures characters; stories, storylines, plots, thematic elements, Game Content using the name of any Contributor unless You have written
dialogue, incidents, language, artwork, symbols, designs, depictions, like- permission from the Contributor to do so.
nesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters, 12 Inability to Comply: If it is impossible for You to comply with any of
spells, enchantments, personalities, teams, personas, likenesses and special the terms of this License with respect to some or all of the Open Game
abilities; places, locations, environments, creatures, equipment, magical or Content due to statute, judicial order, or governmental regulation then You
supernatural abilities or effects, logos, symbols, or graphic designs; and any may not Use any Open Game Material so affected.
other trademark or registered trademark clearly identified as Product iden-
tity by the owner of the Product Identity, and which specifically excludes 13 Termination: This License will terminate automatically if You fail to
the Open Game Content; (f ) “Trademark” means the logos, names, mark, comply with all terms herein and fail to cure such breach within 30 days of
sign, motto, designs that are used by a Contributor to identify itself or its becoming aware of the breach. All sublicenses shall survive the termination
products or the associated products contributed to the Open Game License of this License.
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute,
copy, edit, format, modify, translate and otherwise create Derivative Mate- 14 Reformation: If any provision of this License is held to be unenforce-
rial of Open Game Content. (h) “You” or “Your” means the licensee in able, such provision shall be reformed only to the extent necessary to make
terms of this agreement. it enforceable.

2. The License: This License applies to any Open Game Content that 15 COPYRIGHT NOTICE
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Open Game Content that you Use. No terms may be added to or sub-
tracted from this License except as described by the License itself. No other System Rules Document Copyright 2000 Wizards of the Coast, Inc.;
terms or conditions may be applied to any Open Game Content distributed Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
using this License. material by E. Gary Gygax and Dave Arneson.
3.Offer and Acceptance: By Using the Open Game Content You indicate DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit
Your acceptance of the terms of this License. www.goodman-games.com or contact info@ goodman-games.com
4. Grant and Consideration: In consideration for agreeing to use this Campaign Element: The Seven Deadly Skills of Sir Amoral the Misbegotten
License, the Contributors grant You a perpetual, worldwide, royalty-free,
© 2013, Purple Duck Games; Author Daniel J. Bishop
non-exclusive license with the exact terms of this License to Use, the Open
Game Content.
This product is based on the Dungeon Crawl Classics Role Playing Game,
published by Goodman Games. This product is published under license.
5.Representation of Authority to Contribute: If You are contributing origi-
Dungeon Crawl Classics and DCC RPG are trademarks of Good-
nal material as Open Game Content, You represent that Your Contribu-
man Games. All rights reserved. For additional information, visit www.
tions are Your original creation and/or You have sufficient rights to grant
goodman-games.com or contact info@goodman-games.com.
the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NO- Purple Duck Note: I can’t imagine what Daniel has for
TICE portion of this License to include the exact text of the COPYRIGHT us next in CE 5 - Silent Nightfall.
NOTICE of any Open Game Content You are copying, modifying or dis-
tributing, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game Open Game Content: All text is considered Open
Content you Distribute.
Game Content.
7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed

13

You might also like